Keep 3DLuVr online!
3DLuVr Logo
 From the Real World
 Digital Painting Series
 Featuring of...
 On the Bookshelf
 3ds max
 Softimage XSI
 Rhinoceros 3D
 Video Tutorials
FunZone menu
 I always wanted to be
 Talk to an employer
 Why Ask "Why"
TechZone menu
 Hardware Reviews
 Software Reviews
 Q&A, Tips & Tricks
UserZone menu
 The Artist Sites
 15 Min of Fame
 Request an Account
 Current Assignment
 Sponsors & Prizes
 Make a Submission
 Voting Booth
 Competition Rules
About menu
 Mission Statement
 Poll Archive
 How to IRC
Log in to be able to post comments to the news items, forum posts, and other facilities.
Not registered? Register!     Lost Password?
 Your New Year`s Resolution is...
Gain employment
Stop smoking/drinking/etc
Get back in shape
Find the meaning of life
Conquer the World
Absolutely nothing

    Poll Results
Want to leave us a comment about the site or in general? Click here to access the form.
ArtZone Heading
Muscle Bulging Using Muscle Bones in 3ds max
Added on: Tue Sep 14 2004
Page: 1 3 4 5 

Alrighty then.  Now that we have our awesome "arm".... being just a cylinder with 2 bones.  Lets add a muscle bulge using Muscle bone. :-)  Firstly select your cylinder, or your arm mesh and hide it for now.  And maybe even freeze the bones so they don't get in a way.  Now, create your muscle bone.  Like in the picture below.  I made the muscle bone red in color so it's easier to see which once are muscle bones and which once aren't.
I'll call the parent red bone "muscle" for now.  You can call it whatever you like.  And I'll call the small diamond red bone "muscle_end".  Now the idea behind a muscle bones is that the "muscle" bone will be linked to the "bicep" bone and the "muscle_end" bone would be moved by the "forearm" bone.  And in effect the "muscle" bone will squash and stretch like a muscle.  The problem is that we can't just link the "muscle_end" bone to the "forearm" bone, or else the hierarchy in the muscle bones will be broken and the "muscle" bone won't be squashing and stretching.  So to get around this we'll fiddle with the muscle bones controllers and add a few helpers to err.... help us. :-)

We'll start by adding a helper point.  Name that helper point "muscle_point" or something like that.  Now make sure "muscle_point" is selected and use align tool to align it to the "muscle_end" bone.  Under Align Position(screen): check all X,Y and Z Position.  Choose Pivot Point for both Objects and check all X,Y and Z for Align Orientation(Local).  Hit OK.  You should have something like the image below.


That point helper we just made will be linked to the "forearm" bone and will drive the squash and stretch of the muscle bone.  Don't link it just yet, let's set up the muscle first.  So, select "muscle" bone and go to Motion Panel.  Assign "LookAt Constraint" to it's Rotation Transform.  Click on "Add LookAt Target" and select the "muscle_point" helper.  Now under Select Upnode: uncheck "World".  A little button next to it will be available which will say "None" on it.  Click on that button and select the same "muscle_point" helper again.  This is very important, if you don't do this, the muscle won't follow the arms rotations correctly when your character makes a turn or rotates it's torso.  The image on the next page will show you what I have in my Motion Panel for "muscle" bone.

1997-2022 3DLuVrTM (Three Dee Lover)
Best viewed in 1024x768 or higher,
using any modern CSS compliant browser.